When using floating point variables, there’s always the danger that a certain number cannot be represented exactly. Therefore, oftentimes epsilon values need...
Hi there, great to see you around! My name is Johannes Unterguggenberger and I am mostly concerning myself with real-time graphics programming and research. This is the home page of my personal website, which lists some details about my publications and GPU programming endeavors before listing my posts. Please use the Disqus-sections at the bottom of each blog post (available after accepting cookies) to discuss about the respective topic!
- Fast Multi-View Rendering for Real-Time Applications, Eurographics Symposium on Parallel Graphics and Visualization 2020
- Conservative Meshlet Bounds for Robust Culling of Skinned Meshes, Pacific Graphics 2021
- The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses, Eurographics 2022
Our Vulkan Lecture Series should be very helpful, especially for Vulkan beginners. It represents the way how I think that learning Vulkan should be approached, s.t. maximum understanding can be gained. Some of the episodes dive quite deep into some topics, though. Therefore, intermediate Vulkan developers might hopefully be able to gain some additional understanding too. The lecture series has also been listed/recommended on Khronos' very own vulkan.org -> Learn -> Tutorials.
For your subsequent C++ and Vulkan programming adventures, the following convenience and productivity framework might be helpful: Gears-Vk. It is intended for the purposes of rapid prototyping, teaching/learning, but ultimately also as efficient and convenient general-purpose framework. Internally, it uses Auto-Vk, which is a platform-agnostic layer atop Vulkan-Hpp.
I currently devote most of my time to real-time rendering research at the Research Unit of Computer Graphics at TU Wien and to further the development of Gears-Vk and Auto-Vk. However, my most famous GitHub repository is VolumetricLinesUnity, an asset for the Unity game engine that renders lines in a volumetric appearance.
This is the paper page of our paper “The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses” which has been accepted and present...
This is the paper page of our paper “Conservative Meshlet Bounds for Robust Culling of Skinned Meshes” which has been accepted and presented at Pacific Graph...
I currently have access to PCs which are of totally different form factors—one being a desktop-PC, the other being a laptop-PC—and actually have pretty diffe...
In this post, I’d like to describe a strategy how a proper and (hopefully) easy to understand perspective projection matrix for Vulkan can be set-up manuall...